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Messages - Jorpho

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Eh... Seen one, you've seen them all, really.

ROM Hacking Discussion / Re: Lil help with Mega Man X 4 for PC
« on: May 15, 2018, 12:27:49 am »
It's all there in the code, and further discussed in  The filename is followed by the offset from the start of the file at which the WAV file begins (i.e., the string "RIFF") – except the offset is converted to hexidecimal and written in reverse byte-order, and padded with zeroes such that the filename and the offset are 17 bytes total.  At the end of the header is the total length of the file plus one, converted to hexidecimal and written in reverse byte-order.

Gaming Discussion / Re: RIP Virtual Console.
« on: May 13, 2018, 08:32:20 pm »
I anticipated this response. :) They also authorised the re-release of Street Fighter II on the SNES. Thing is, that article suggests it's Capcom doing the work, whereas if you look in the picture, you'll see iam8bit, which is the company handling it. Clearly they went to Capcom and said "hey, can we release a 30 year old game of yours if we pay you?" and Capcom said "sure, fill yer boots". It's a no-brainer for Capcom, so it's completely different from creating a new game from scratch and fronting the cost of producing cartridges. Iam8bit has clearly found a niche (note limited edition of 8500).

EDIT: following the link, it says "Manufacturing by Retrotainment Games + Infinite NES Lives". So clearly Capcom has absolutely nothing to do with this, besides selling the licence to do it.
I missed the bit about SFII.

I would expect that Capcom surely appreciates the advertising – otherwise, why wouldn't they just go ahead and license the use of the whole Capcom back catalogue?

Newcomer's Board / Re: Possible Sprite Editor for CPS3 games?
« on: May 11, 2018, 11:54:10 pm »
The system specs refer to "hardware RLE decompression of 6 bpp and 8 bpp graphics", though that doesn't really tell you the specifics of the algorithm involved.  You might be able to discern it from the source code of the MAME driver.

But maybe that would be too easy.  If editing CPS3 graphics was a trivial operation, I would have expected there to be a dozen different SFIII hacks with Guile and naked Elena by now.

Gaming Discussion / Re: RIP Virtual Console.
« on: May 11, 2018, 09:19:39 am »
To be fair, Capcom is doing a limited re-release of Mega Man 2 and Mega Man X.

But in that case I think it's more about advertising and getting people's attention than it is about turning a significant profit.

Gaming Discussion / Re: RIP Virtual Console.
« on: May 10, 2018, 11:14:21 pm »
I'm sure that it wouldn't be that much of a hassle to train a skilled programmer in assembly code and have him program a new NES title, for instance. And in this entire world of billions of people, there's got to be a lot of people who are capable of coding in assembly code.
If it was really that easy, there would be no shortage of people happily doing it for free in their spare time.  As it is, there haven't exactly been a lot of commercial-quality from-scratch NES homebrew titles.

And emulators are beneficial for having save-states, which means if you make a mistake in playing a game, you can go back to a previous state and try again. That's why I prefer mainstream emulation over the Virtual Console. :)
That feature is already available in the Virtual Console.  (Granted, you're typically limited to just one save state.)

I might ponder whether Nintendo's decision might have been influenced by the release of the Disney Afternoon Collection, which does indeed have a much richer variety of features compared to the Virtual Console, despite just being emulation.

Newcomer's Board / Re: Possible Sprite Editor for CPS3 games?
« on: May 10, 2018, 11:05:42 pm »
CPS3 games are encrypted.  What tools are you using to edit the game already?

If the game's files are already decrypted and decompressed, you might be able to view graphics with something like Tile Molester.

Newcomer's Board / Re: Super Mario Bros 3 hacking
« on: May 10, 2018, 12:48:23 am »
The first thing to do is look around and see if someone else has already asked a similar question.

I want to patch Earthbound with a .srm file so that the game starts off at a certain part of the game without needing the .srm file to take me there. Sorry if this is the wrong board. Hope I'm being clear about what I need.
I'm not completely sure what you're going for, but you are aware there's a well-documented debug mode that can warp you all around the game, right?  In theory, you can even access it shortly after starting the game, without even using a Game Genie.

Gaming Discussion / Re: Question about The 7th Stand User
« on: May 08, 2018, 10:04:21 am »
Does this inconsistency in retraux aesthetics have something to do with RPG Maker
Using a program like RPG Maker will inevitably put sharp constraints on the available graphical effects.

The resolution is far beyond what might be achieved on the Game Boy, for that matter.

Gaming Discussion / Re: Games featuring grappling hooks
« on: May 06, 2018, 09:13:33 am »
I think some guy on the Internet might've once made a comment about Batman Forever having a grappling hook... :P
It came up in an AVGN video, mostly due to being activated by a completely unintuitive button combination..  I was going to mention it, but it's hardly a grappling hook in the same sense as Super Metroid or Umihara Kawase.  I would say the same for Final Fantasy Adventure and the Zelda games.  If we're just going to talk about "featuring grappling hooks", we might as well include adventure games like Beneath a Steel Sky and Teen Agent.

That reminds me, The Magical Quest Starring Mickey Mouse definitely had a real grappling hook in it.

Gaming Discussion / Re: Games featuring grappling hooks
« on: May 04, 2018, 08:49:03 pm »
There is a game on a more obscure, expensive and powerful PC platform from the 90s where you walk around in a shellac-green robot suit that also has a grappling line. Can't remember the name of it...
Not Vectorman?

Gaming Discussion / Dumping GB save data with a Game Boy Player?
« on: May 03, 2018, 11:43:07 pm »
I was reading about Game Boy Interface just now.  This is a replacement for the disc that comes with the Game Boy Player – except of course since it's homebrew, you either need a modded GC or an SD booter in order to use it.

Have any of you used this before?  I dimly remember reading that you can dump GBA data using nothing but a Nintendo DS and a suitable flashcart, but of course old GB and GBC cartridges are completely unusable with a Nintendo DS.

(It's troublesome that there's so much old information about Gamecube homebrew floating around.  I would really like to figure out how I can dump Gamecube save data to an SD card, too.)

Gaming Discussion / Re: Games featuring grappling hooks
« on: May 03, 2018, 09:36:11 pm »
I hear the Lupin III SNES game isn't too shabby.  (There's a translation for it.)

The designer responsible for Spider-Man 2 made something called Energy Hook, but it is not well-regarded.

I guess cutting these features is the result of manufacturers cutting costs to be cheapskates?
It is difficult to justify the cost of including a feature that people are unlikely to use unless they are playing old games, yes.

Even if modern games don't benefit from auto-fire and programmable buttons, the classic games are still being played on modern systems, mostly via digital download like PSN and XBOX Live.
When those games are made available, aren't they typically packaged in some sort of emulator that has turbo support or something?

Can you give an example of a game where turbo fire would be a useful feature, but is not somehow an option?
Metal Gear Solid (torture scene)
Final Fantasy VI (an old trick that involves pressing a button over and over again to level up quickly in a river somewhere)
Galaxian 3
(pretty much any shmup) name a few.
I mean, any game from recent times when auto-fire controllers have not been regularly available.  Are there shmups coming out these days that require you to button-mash?

I reckon in the case of something like Metal Gear Solid, to use an auto-fire controller would be to detract from the intended experience.

Is it true that modern controllers like the PS2 controller and beyond actually have analog (pressure sensitive) buttons? I remember the GameCube having pressure sensitive L and R triggers that you would need to manipulate for Super Mario Sunshine.
Many controllers have those analog triggers now, yes, but those are the only analog buttons.

Gaming Discussion / Re: Breath of Fire 2 missing enemy locations
« on: May 02, 2018, 09:12:45 am »
Perhaps you should add this information to the page on TCRF.

I reckon back in the 90's, designing a game where part of the challenge required you to mash a button as quickly as possible was wholly acceptable, and that sensibilities have since evolved.  Can you give an example of a game where turbo fire would be a useful feature, but is not somehow an option?

Gaming Discussion / Re: Sonic Mania Adventures Shorts
« on: April 30, 2018, 11:22:54 pm »
I understand it's the same artist who started with and worked his way into the official comic.

Newcomer's Board / Re: Please explain like I'm 5...
« on: April 29, 2018, 08:26:19 pm »
As there is considerable variation between games, often editing comes down to making changes character-by-character.  For instance, if your translated text contains more characters than the text you want to replace, and it's followed by a different section of text, then you will have to edit a pointer somewhere so that the program knows the different section of text starts at a different point in the ROM than it originally did.  Makes sense?

Perhaps you could start by saying what ROM you're planning to edit?

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